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https://github.com/ZDoom/gzdoom-gles.git
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7c4c0163a3
A_OverlayPivotAlign(int layer, int halign, int valign) - Aligns the pivot point origin to a corner of the PSprite before applying offsets. - - halign: Horizontal. Applicable constants are PSPA_<LEFT/CENTER/RIGHT>. - - valign: Vertical. Applicable constants are PSPA_<TOP/CENTER/BOTTOM>. - - Default is top left. A_OverlayVertexOffset(int layer, int index, double x, double y, int flags) - Allows offsetting the corners of the psprite, granting modders the ability to skew weapon sprites as they see fit. - - index: The index of the vertice. Valid ranges are between [0,3]. - - x/y: Offsets of vertices. - - flags: Takes WOF_ flags. Other changes: - Removed pivot point interpolation since it's pointless. - Removed PSPF_PIVOTSCREEN due to complications with it having relativity. This will be revisited either later or in another submission. - Added ResetPSprite() to be called with BringUpWeapon(), A_Lower(), and morph weapon raising to reset all the new properties to 0. Nearly ready now. Just some final testing needed.
363 lines
6.5 KiB
Text
363 lines
6.5 KiB
Text
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// Beak puff ----------------------------------------------------------------
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class BeakPuff : StaffPuff
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{
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Default
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{
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Mass 5;
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Renderstyle "Translucent";
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Alpha 0.4;
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AttackSound "chicken/attack";
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VSpeed 1;
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}
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}
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// Beak ---------------------------------------------------------------------
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class Beak : Weapon
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{
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Default
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{
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Weapon.SelectionOrder 10000;
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+WEAPON.DONTBOB
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+WEAPON.MELEEWEAPON
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Weapon.YAdjust 15;
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Weapon.SisterWeapon "BeakPowered";
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}
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States
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{
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Ready:
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BEAK A 1 A_WeaponReady;
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Loop;
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Deselect:
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BEAK A 1 A_Lower;
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Loop;
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Select:
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BEAK A 1 A_BeakRaise;
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Loop;
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Fire:
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BEAK A 18 A_BeakAttackPL1;
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Goto Ready;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_BeakRaise
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//
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//---------------------------------------------------------------------------
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action void A_BeakRaise ()
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{
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if (player == null)
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{
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return;
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}
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let psp = player.GetPSprite(PSP_WEAPON);
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if (psp)
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{
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psp.y = WEAPONTOP;
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ResetPSprite(psp);
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}
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player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.GetReadyState());
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_BeakAttackPL1
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//
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//----------------------------------------------------------------------------
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action void A_BeakAttackPL1()
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{
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FTranslatedLineTarget t;
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if (player == null)
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{
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return;
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}
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int damage = random[BeakAtk](1,3);
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double ang = angle;
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double slope = AimLineAttack (ang, DEFMELEERANGE);
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LineAttack (ang, DEFMELEERANGE, slope, damage, 'Melee', "BeakPuff", true, t);
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if (t.linetarget)
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{
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angle = t.angleFromSource;
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}
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A_StartSound ("chicken/peck", CHAN_VOICE);
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player.chickenPeck = 12;
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let psp = player.GetPSprite(PSP_WEAPON);
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if (psp)
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{
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psp.Tics -= random[BeakAtk](0,7);
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}
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}
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}
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// BeakPowered ---------------------------------------------------------------------
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class BeakPowered : Beak
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{
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Default
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{
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+WEAPON.POWERED_UP
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Weapon.SisterWeapon "Beak";
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}
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States
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{
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Fire:
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BEAK A 12 A_BeakAttackPL2;
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Goto Ready;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_BeakAttackPL2
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//
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//----------------------------------------------------------------------------
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action void A_BeakAttackPL2()
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{
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FTranslatedLineTarget t;
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if (player == null)
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{
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return;
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}
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int damage = random[BeakAtk](1,8) * 4;
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double ang = angle;
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double slope = AimLineAttack (ang, DEFMELEERANGE);
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LineAttack (ang, DEFMELEERANGE, slope, damage, 'Melee', "BeakPuff", true, t);
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if (t.linetarget)
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{
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angle = t.angleFromSource;
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}
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A_StartSound ("chicken/peck", CHAN_VOICE);
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player.chickenPeck = 12;
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let psp = player.GetPSprite(PSP_WEAPON);
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if (psp)
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{
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psp.Tics -= random[BeakAtk](0,3);
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}
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}
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}
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// Chicken player -----------------------------------------------------------
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class ChickenPlayer : PlayerPawn
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{
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Default
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{
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Health 30;
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ReactionTime 0;
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PainChance 255;
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Radius 16;
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Height 24;
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Speed 1;
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Gravity 0.125;
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+NOSKIN
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+PLAYERPAWN.CANSUPERMORPH
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PainSound "chicken/pain";
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DeathSound "chicken/death";
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Player.JumpZ 1;
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Player.Viewheight 21;
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Player.ForwardMove 1.22, 1.22;
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Player.SideMove 1.22, 1.22;
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Player.SpawnClass "Chicken";
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Player.SoundClass "Chicken";
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Player.DisplayName "Chicken";
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Player.MorphWeapon "Beak";
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-PICKUP
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}
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States
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{
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Spawn:
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CHKN A -1;
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Stop;
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See:
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CHKN ABAB 3;
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Loop;
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Melee:
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Missile:
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CHKN C 12;
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Goto Spawn;
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Pain:
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CHKN D 4 A_Feathers;
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CHKN C 4 A_Pain;
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Goto Spawn;
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Death:
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CHKN E 6 A_Scream;
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CHKN F 6 A_Feathers;
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CHKN G 6;
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CHKN H 6 A_NoBlocking;
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CHKN IJK 6;
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CHKN L -1;
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Stop;
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_UpdateBeak
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//
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//---------------------------------------------------------------------------
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override void MorphPlayerThink ()
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{
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if (health > 0)
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{ // Handle beak movement
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PSprite pspr;
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if (player != null && (pspr = player.FindPSprite(PSP_WEAPON)) != null)
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{
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pspr.y = WEAPONTOP + player.chickenPeck / 2;
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}
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}
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if (player.morphTics & 15)
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{
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return;
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}
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if (Vel.X == 0 && Vel.Y == 0 && random[ChickenPlayerThink]() < 160)
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{ // Twitch view ang
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angle += Random2[ChickenPlayerThink]() * (360. / 256. / 32.);
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}
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if ((pos.z <= floorz) && (random[ChickenPlayerThink]() < 32))
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{ // Jump and noise
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Vel.Z += JumpZ;
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State painstate = FindState('Pain');
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if (painstate != null) SetState (painstate);
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}
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if (random[ChickenPlayerThink]() < 48)
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{ // Just noise
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A_StartSound ("chicken/active", CHAN_VOICE);
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}
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}
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}
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// Chicken (non-player) -----------------------------------------------------
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class Chicken : MorphedMonster
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{
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Default
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{
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Health 10;
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Radius 9;
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Height 22;
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Mass 40;
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Speed 4;
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Painchance 200;
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Monster;
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-COUNTKILL
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+WINDTHRUST
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+DONTMORPH
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+FLOORCLIP
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SeeSound "chicken/pain";
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AttackSound "chicken/attack";
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PainSound "chicken/pain";
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DeathSound "chicken/death";
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ActiveSound "chicken/active";
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Obituary "$OB_CHICKEN";
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Tag "$FN_CHICKEN";
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}
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States
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{
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Spawn:
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CHKN AB 10 A_Look;
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Loop;
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See:
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CHKN AB 3 A_Chase;
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Loop;
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Pain:
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CHKN D 5 A_Feathers;
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CHKN C 5 A_Pain;
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Goto See;
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Melee:
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CHKN A 8 A_FaceTarget;
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CHKN C 10 A_CustomMeleeAttack(random[ChicAttack](1,2));
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Goto See;
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Death:
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CHKN E 6 A_Scream;
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CHKN F 6 A_Feathers;
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CHKN G 6;
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CHKN H 6 A_NoBlocking;
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CHKN IJK 6;
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CHKN L -1;
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Stop;
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}
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}
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// Feather ------------------------------------------------------------------
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class Feather : Actor
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{
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Default
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{
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Radius 2;
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Height 4;
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+MISSILE +DROPOFF
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+NOTELEPORT +CANNOTPUSH
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+WINDTHRUST +DONTSPLASH
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Gravity 0.125;
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}
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States
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{
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Spawn:
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CHKN MNOPQPON 3;
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Loop;
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Death:
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CHKN N 6;
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Stop;
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}
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}
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extend class Actor
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{
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//----------------------------------------------------------------------------
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//
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// PROC A_Feathers
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// This is used by both the chicken player and monster and must be in the
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// common base class to be accessible by both
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//
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//----------------------------------------------------------------------------
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void A_Feathers()
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{
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int count;
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if (health > 0)
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{ // Pain
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count = random[Feathers]() < 32 ? 2 : 1;
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}
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else
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{ // Death
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count = 5 + (random[Feathers](0, 3));
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}
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for (int i = 0; i < count; i++)
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{
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Actor mo = Spawn("Feather", pos + (0, 0, 20), NO_REPLACE);
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if (mo != null)
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{
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mo.target = self;
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mo.Vel.X = Random2[Feathers]() / 256.;
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mo.Vel.Y = Random2[Feathers]() / 256.;
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mo.Vel.Z = 1. + random[Feathers]() / 128.;
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mo.SetState (mo.SpawnState + (random[Feathers](0, 7)));
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}
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}
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}
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}
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